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Spaceempires.net :: Help Wanted: Additional Racial Techs and Creating Races :: View topic
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Help Wanted: Additional Racial Techs and Creating Races

 
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Unnamed
Moderator
Moderator


Joined: Dec 30, 2007

PostPosted: Fri Feb 01, 2008 12:24 am    Post subject: Help Wanted: Additional Racial Techs and Creating Races Reply with quote

I am expanding the number of racial traits for a version of my mod (I will also continue to release a version with stock racial traits). There will be close to 200 (instead of the current 40 or so).

Here is an excel file with a list of the new traits http://home.comcast.net/~gregmcchesney/Racial_Traits.xls

I would like comments/suggestions on the traits, balancing etc.

I would also love to get combos to apply to races (stock or new) for strategies, both combat and overall play style.

-Unnamed


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exelsiar
Space Emperor


Joined: Jun 14, 2007
Location: Fleet, England, UK

PostPosted: Mon Feb 11, 2008 12:18 am    Post subject: Reply with quote

i figured i should contribute in someway, even if its small. i've looked through the list, admitedly not at the costs. a very nice and wide mix there allowing for some interesting gaming experiences and more individual races to face off against. i cant actually offer any real advice for changes because it all looks pretty fair and balanced -thumbs up-

Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Wed Feb 13, 2008 12:41 am    Post subject: Reply with quote

I do not think that it fits well to spend the same amount of points for each unique technology field.
Should I create a list that uses usefullness as order key, it would look similar to this one:
(1) temporal tech tree (better space yard!)
(1) religious tech tree (system wide bonus facilities)
(2) psychic tech tree (cheap anti cloak sensors)
(2) organic tech tree (regenerating armour, ordnance vat)
(3) crystalline tech tree (energy refractor)

This is probably strategy dependant, but personally, I would only spend points into crystalline tech instead into one of the other tech trees if it fits a created race by means of roleplay (and I still felt inferior due to that choice).
Besides, I have so big problems to choose between many choices, and oh, so many are in this table!


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Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Wed Feb 13, 2008 1:32 am    Post subject: Reply with quote

LordZsar1, no way! I love Crystalline races. Besides the armor skipping weaponry (!) they have the Solar Generator beginning at level 1 of the Crystalline Tech. With atleast 2 stars in system, you can pretty much forget any resources problem. To be honest, I don't ever use the Energy Refractor but I love the Crystalline Armor.

1) Armor skipping weapons
2) Solar Generators
3) Crystalline Armor

All nice bonuses to my way of thinking.


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Wed Feb 13, 2008 3:09 pm    Post subject: Reply with quote

Oh, alright, I was joked by the AI because that does not use this generator thing and neither the weapons (or at least, I did not come far enough to see some). ^^
But is that cristalline armour not pretty useless if a hostile ship is not equipped with shield skipping weapons? Usually these shields would be longly broken when the armour takes damage, no?

... I shall do some testing by myself.


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Astorax
Space Emperor


Joined: Jan 14, 2008

PostPosted: Wed Feb 13, 2008 6:39 pm    Post subject: Reply with quote

What it does is mitigate additional damage.

For example:

Ship A has 100 shields. Ship B fires upon Ship A and does 75 damage. Ship A now has 25 shields left. Ship B fires again and does 75 damage, 25 of which are taking out the last of the shields and 50 damage to the armor. The armor converts some of that damage to shields. Ship A now has 25 shields again and x-50 armor left. If Ship B fired again some of its damage would again be absorbed by the shield buffer the armor regenerated instead of being totally against the armor.

It just gives you some longevity. If they are using shield skipping weapons, then crystalline armor is useless for its bonus true. Which is why I use phased shields, heh.


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LordZsar1
Space Emperor


Joined: Feb 07, 2008
Location: Leipzig, Deutschland

PostPosted: Wed Feb 13, 2008 7:14 pm    Post subject: Reply with quote

Alright, I agree. (did not understand that the word "channel into" incorporates the translation of "damage" into "structure" and thus never tried it out)

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Hexxon
Space Emperor


Joined: Feb 06, 2008

PostPosted: Sat Feb 16, 2008 3:49 am    Post subject: nice! Reply with quote

Some comments on the traits, IMO of course:

The Trait to add +research% should double. Unit/ship Maintenance should cost 2x as much as facility maintenance. You have a lot more ships/units than you do facilities.

Space Movement/combat movement I'd put +1k/+2k/+4k. I'd also put it down to +1/+2/+3 for combat movement instead of +2/+4/+6. That seems really too deadly.

Imagine +6 movement missile drones. how are you suppose to catch that even with fighters?

Trade modifiers too costly...maybe +10/+20/+30?

Pop Growth - if +5% is 500, +10% should be at least 1500. Growth is geometric.


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